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On Thursday, Paolo Armao will be lifting the hood on how his team used Wwise to create the sound of the future in Redout 2. From the tightly synchronized use of granular synthesis using SoundSeed Grain, to the full-embrace of the Object-based Audio pipeline, come hear more about the process of using Wwise as a blank page to fill the game with dynamic audio.
0:00:00 - Start
0:04:15 - Welcome to Wwise Up On Air
0:04:45 - Audiokinetic News
0:09:38 - Community Spotlight
0:11:33 - Welcome to the livestream, Paolo Armao!
0:17:12 - How Paolo arrived at this project
0:19:37 - Intro to Redout 2
0:20:36 - Audio pillars
0:22:18 - Challenges
0:27:03 - Player ship audio sources
0:29:55 - Designing ship sounds
0:36:04 - Diving into Wwise
0:47:54 - In-game sequence
0:49:22 - SoundSeed Grain in action
0:51:33 - Breaking down the engine sounds
0:53:26 - The sound of NPCs
0:58:06 - Sound & music coming together
1:00:51 - Learning from music production techniques
1:02:26 - Diving back into Wwise, Interactive Music Hierarchy
1:09:49 - In-game sequence with music while muting engine sounds in authoring
1:15:05 - Mixing
1:16:40 - Object-based audio
1:24:04 - Challenges with Event-based packaging
1:29:24 - Thank you Paolo!
1:29:50 - Shoutouts to Paolo's team
Links for the Livestream:
What's New Beta: https://blog.audiokinetic.com/wwise2022.1-whats-new/
Migration Guide: https://www.audiokinetic.com/library/2022.1.0_7985/?source=UE4&id=pg_important_migration_notes_2022_1_0.html
Community Spotlight: Gabriel Gallardo Alarcon https://www.gabrielgallardoalarcon.com/blog/setting-up-wwise-as-a-sequencer-for-electronic-live-performance
Iannix: https://www.iannix.org/en/
Audiokinetic: https://hubs.ly/H0C1vhJ0
Audiokinetic Blog: https://hubs.ly/H0C1C360
Audiokinetic Creators Directory: https://hubs.ly/H0C1vnD0
Audiokinetic Community Q&A: https://hubs.ly/H0C1C9p0
Audiokinetic Powered By Wwise: https://hubs.ly/H0C1vpT0
Audiokinetic Certification: https://hubs.ly/H0C1CdR0